Star Wars - Overhaul Ship Modification/Building

Taren Nighteyes

First Post
Hey everyone!

I have been playing a new d20 Star Wars RCR game for the past few months and it has been absolutely outstanding. I haven't been a PC (as I usually am the GM for a DND game) but a friend who is a wonderful story teller and GM decided he wanted to run and much to my happiness it has been awesome.

This is the first time we've run the d20 Star Wars RCR, and it has been pretty good. All of us have played the WEG version, so we know what it was like. I can't say it is any better or worse than the WEG Star Wars system. The sole exception is the ship building/modifications. I really dislike the d20 way of things. I'm wondering if anyone has tried to overhaul the ship building/mod stuff.

I would prefer a weight and power system. Where an engine provides power and stuff you want to add to your ship takes up tonnage. For example, if you want to add an Ion cannon, it weighs 4 tons, so you would lose 4 tons of space. Your current engine puts out 50 power units, and all current systems utilize 42 power units. An Ion Cannon utilizes 6 power units, so you can add it and not worry about power.

I know this is long, but it just seems odd that something like this wasn't done, or utilized. An engine takes up tonnage, a bigger, more power unit output engine takes up more tonnage, etc.

I don't think it would be too hard to develop and implement, but I was wondering if anyone had a line on some existing work that has been done.

Thanks!

Taren Nighteyes
 

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There was a rule system like what you describe, in Starships of the Galaxy, which had the rules for building ships from scratch, and modifying and heavily modifying them. Unfortunately it's one of the harder books to find (it was also made for the OCR version, but there aren't many incompatibilities, except in the engine speeds which will require some conversion, and I'd recommend taking the PrC's in the back with a few grains of salt).
 

It's worth noting that the SotG build rules are intentionally kept simple, and the ultimate limit to your ship's ability is cost, not size. This was done to represent different levels of technology, and the fact that exceptional ships that seem to break the mold, but are extremely expensive, are fairly common in the EU. There are some hard limits from size, but ususally you just have to pay more to get better performance.

It is, alas, hard to find for less than $120 or so.
 

OStephens said:
It's worth noting that the SotG build rules are intentionally kept simple, and the ultimate limit to your ship's ability is cost, not size. This was done to represent different levels of technology, and the fact that exceptional ships that seem to break the mold, but are extremely expensive, are fairly common in the EU. There are some hard limits from size, but ususally you just have to pay more to get better performance.

It is, alas, hard to find for less than $120 or so.
Looking back at your work, is there anything else we need to know in order to make the book more useful and more compatible with the RCR? Even the tiniest of rules detail.
 

Ranger REG said:
Looking back at your work, is there anything else we need to know in order to make the book more useful and more compatible with the RCR? Even the tiniest of rules detail.

You need to double all DR ratings from SotG to meet the final RCR values. The speed system is different, but I beleive there are conversions available on the web, either official or good enough fan material. Obviously where something from SotG ended up in the RCR, use the RCR versions (such as some feats and PrCs).
 


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